Posts Tagged 'Trial of the Crusader'

Are deathknight tanks broken for raids

My raiding guild went into the trial of the crusader last night and we had some problems getting the first encounter beat. Some of those problems arose when our warrior main tank kept getting disconnects. So we replaced him with a second deathknight tank.

One of our two deathknight tanks is using a dual wield build and the other one uses a twohand build for tanking the raid bosses. I think that both of our tanks know what they are doing but I cannot deny the fact that at some tries both went down, hard. Our dual wield tank at one time went down in the span of 0.4 seconds and checking the logs proved that he gets a lot of parries due to his build. And a lot of parries means, that the boss as a high chance to get what is called parry haste.

So I have to assume that the expertise rating of said tank is not nearly as high as it should be. Since our second tank also went down very quickly at times, that cannot be the only problem. For the healers, it seamed that they have to depend on their luck to keep our tanks alive. For me it seems that tanks with shields hava a far better damage mitigation than deathknights have at the moment. They get a lot of damage too, but it seems to be more manageable for the healers. And since paladins have a mechanic nowadays that saves them from death every two minutes it seems that at this moment they would be better tanks. Sure hope Blizzard looks at this and changes the mechanics so that deathknights make more viable tanks once again.

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Trial of the Crusader 25 /Try 1

Yesterday, our raid went into the new 25man raid instance for the first time. There was some talk about the raid beeing too easy but I have to say that the raiders have not seen the instance in the 10man version, the bosses are quite challenging.

We had a little bit of trouble in beating the northend beasts encounter. The first one went smoothly after a few tries but our healers had some trouble in dealing with the damage spikes on our deathknight tanks. Both really went down almost instantly in some cases and it made us wonder if there are some ways to mitigate more damage that we have not thought about yet.

So, after a few tries we changed to a paladin tank and a warrior tank. Suprisingly the damage spikes did not seem to be as high on these tanking classes and so we managed to get through the first and the second phase of the encounter. The snow kobolds and the acid debuffs were still a small problem but our damaged dealers managed to get those little buggers down quickly and also to move out of the green clouds as well.

One small tipp would be to look for the shadow on the ground when one of the kobolds is thown. We were told that one can quickly determin which player will be hit by it this way and judging by the speed at which they were killed, that tip seems to work.

The third part of the beasts encounter really seems to be the most easy one. As long as everyone moves out of the way of the yeti when he charges all should be well. After he has charged he takes considerably more damage and during that time it is very easy to get the raid back to full health.

It is a different story if Icehowl manages to hit a player. If he does that, he enrages and unleashes a world of pain upon the unlucky tank standing in front of him. But gneraly it should be possible to move out of the way in time since the players receive a buff that makes them move faster.

So I would say that once you manage to get into phase three you should not have a problem to get the loot for the fight …


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